Why does my animation keep jumping back to where it was originally made?
I'm trying to do a chase scene. I want to have the player in a car catching up to an npc on a bike. I want it so as the car touches the bike the bike crashes. I would like this dynamic... So at any point the car catches up to the bike the bike will play the crash animation. The trouble I'm having is that the animation will only play where it was initially made. So basically I'm catching the bike and the bike will suddenly disappear to play the crash animation else where in the scene. I have one key frame animation in a timeline that moves the bike along the road. I've another key frame animation for the crash that's attached to a trigger and activates by a tag that's on the front of the player controlled car. So far I've tried scoping in both animations onto the bike. I've tried adding a mover to the crash animation time line, and to the bike and just the trigger (all it did was ignore the crash animation). I've tried using an action recorder instead of key frames but that still won't play where its triggered. Where am I going wrong?
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Here's a tutorial on how keyframes work, what causes this problem, and how to fix it: https://www.youtube.com/watch?v=FG5YFn7npjg
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Thanks for getting back to me. I haven't seen your channel before (which I'm now subscribed to), but I had tried scoping in and then animating... But it still threw the animation back. The problem it turns out was that it didn't like also scoping in the time line containing the key frames getting the bike from A to B. This is what frustrates me about dreams - so much trial and error and the rules seem to change constantly. Basically I needed one timeline outside of the bike (bike travelling) And one timeline (the crash animation) scoped into the bike. Both scoped in and it doesn't work. Both scoped out and it doesn't work.
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